JNation
Approved user
- Joined
- Oct 22, 2016
- Messages
- 146
Hello All,
I have some DomiNation idea that i would love to hear what everyone thinks. Feel free to mess around with the ideas, i would love to hear some input
DomiNation idea
Mortar advancements (maybe library research): unlocked in Gunpowder or enlightenment age, the mortar now as the ability to fire explosive rounds. Not every shot will be explosive; rather it will operate much like the spawn time on garrison or stables. For example, every 12 seconds the mortar will fire off an explosive round with will have 50% more damage than other rounds. Another defensive upgrade that will drastically change the elements of the game
Worker productivity (maybe library research): The industrial age/ area is a time where population had increase dramatically and with that so did productivity. Understandable, adding more houses would be easy but not as creative as increasing the productivity of your workers. This research allows you to be productive with building upgrade by allowing you to double the work force and cut time in half. For example, to upgrade a building that requires 4 workers and 5 days will now take 8 workers but 2 days and 12 hours, if you choose to do so. Of course you don’t have to choose the “productive upgrade” if you don’t want to, but the option is always there granted you done the research for it.
A part of worker productivity, the inclusion of upgrading more than one item in your blacksmith and armory would be a benefit to the game. If this ran similar to how the university runs put without the use of workers. You would be allowed to upgrade one item from each category in the armory instead of one item only. Or you could have it so the first item is free to upgrade (meaning no workers) while every additional item requires works.
Transportation: Another great feature of the industrial age is the birth of alternate transportation, trains. Trains commonly used to transport goods and resources across large distances will now play a role in your nations economy. Your resource will now be given a value; oil will be ranked the highest while gold in the middle and food will be the lowest. Could be something like this…
1oil = 50 food
1 oil = 25 gold
1 gold = 15 food
*these number are not set in stone, but just an example*
The train will be available through store under economy, train can be purchase using gold and available during the industrial age. To be reasonable we can place the train cost at 3 million to start. The train starts at 1 cart, which can hold either 100,000 food, 100,000 gold, or 4,000 oil. And each good can be traded for another. Since trains run on schedules it will come around every 12 hours to either drop something off or pick something up ( a train deposit can be made without the train being there, once the train comes back around it will carry out your request without you needing to be there/ online). In addition to trading resources you can also purchase trade goods and nation goods. The cost of each can be figured but the whole purpose of a trade good is to be traded. To make things more interesting you can base trade good off where the train is going, so only trade good from those area are available not necessarily any trade good. Additional research can be done at the library to give you more carts. Maybe another cart in the industrial age for the max of 2 and then another cart in global for the max of 3.
An additional option for the train is to allow for trading to be done across alliance members as well. This of course will only be available to those members who already have a train but once you do then trade goods can be traded with other members. This will add new characteristics to being in an alliance. Within the cart of the train your requested item will be shown to other alliance members who also have train access, if they wish that can give you the trade item you seek.
Tactics: everyone loves their tactics, and while the ones we have are great there are so many more we can come up with. Introducing the Stealth Tactic. The stealth tactic allows you be invisible to your enemy during an attack for a short duration of time. Because of the confusion of disappearing troops, your enemy’s defense will lose tract of your troops under stealth and only go for the next available target it sees. If no other troops are seen that they will stand there completely dumbfounded as to why there’s no one to attack, that is until the stealth tactic wares off. Because of the potential for this tactic to be over powered the stealth tactic should have a time limit less than sabotage and have a radius that is similar to protect.
Resource storage capacity (maybe library research): As we all know, a nations wealth is determined by the amount of available resource it has as well as its storage capacity for those resources. As you progress through the ages your nations ability to store resources become greater. So why are we capped at the upgrades available to us when we upgrade our markets and mills? This library research, starting at the gunpowder age, allows you to store 10% more resource. This means saving up for the big upgrades can be done while still leaving a little in the bank. However, the more you can store the more someone can raid too!
Gunpowder age: +10%
Enlightenment age: +15%
Industrial age: +20%
Global age: +25%
Matchmaking for War:
Instead of rethinking matchmaking we can add to the calculation to heavily stacked alliances isn’t getting a freebie being matched up with an alliance that is clearly ranked much lower. So instead of going off a raw number you could have an age multiple. Joining an alliance starts and the iron age and current global age is the high age available so the multipler could go something like this:
Iron age X 1
Medieval age X 2
Gunpowder age X 3
Enlightenment age X 4
Industrial age X 5
Global age X 6
And so on
This might help correct stacking. Alliance may still try to stack but even if they did the lower ages won’t weight as much to the alliance's overall score as the higher ages do.
I have some DomiNation idea that i would love to hear what everyone thinks. Feel free to mess around with the ideas, i would love to hear some input
DomiNation idea
Mortar advancements (maybe library research): unlocked in Gunpowder or enlightenment age, the mortar now as the ability to fire explosive rounds. Not every shot will be explosive; rather it will operate much like the spawn time on garrison or stables. For example, every 12 seconds the mortar will fire off an explosive round with will have 50% more damage than other rounds. Another defensive upgrade that will drastically change the elements of the game
Worker productivity (maybe library research): The industrial age/ area is a time where population had increase dramatically and with that so did productivity. Understandable, adding more houses would be easy but not as creative as increasing the productivity of your workers. This research allows you to be productive with building upgrade by allowing you to double the work force and cut time in half. For example, to upgrade a building that requires 4 workers and 5 days will now take 8 workers but 2 days and 12 hours, if you choose to do so. Of course you don’t have to choose the “productive upgrade” if you don’t want to, but the option is always there granted you done the research for it.
A part of worker productivity, the inclusion of upgrading more than one item in your blacksmith and armory would be a benefit to the game. If this ran similar to how the university runs put without the use of workers. You would be allowed to upgrade one item from each category in the armory instead of one item only. Or you could have it so the first item is free to upgrade (meaning no workers) while every additional item requires works.
Transportation: Another great feature of the industrial age is the birth of alternate transportation, trains. Trains commonly used to transport goods and resources across large distances will now play a role in your nations economy. Your resource will now be given a value; oil will be ranked the highest while gold in the middle and food will be the lowest. Could be something like this…
1oil = 50 food
1 oil = 25 gold
1 gold = 15 food
*these number are not set in stone, but just an example*
The train will be available through store under economy, train can be purchase using gold and available during the industrial age. To be reasonable we can place the train cost at 3 million to start. The train starts at 1 cart, which can hold either 100,000 food, 100,000 gold, or 4,000 oil. And each good can be traded for another. Since trains run on schedules it will come around every 12 hours to either drop something off or pick something up ( a train deposit can be made without the train being there, once the train comes back around it will carry out your request without you needing to be there/ online). In addition to trading resources you can also purchase trade goods and nation goods. The cost of each can be figured but the whole purpose of a trade good is to be traded. To make things more interesting you can base trade good off where the train is going, so only trade good from those area are available not necessarily any trade good. Additional research can be done at the library to give you more carts. Maybe another cart in the industrial age for the max of 2 and then another cart in global for the max of 3.
An additional option for the train is to allow for trading to be done across alliance members as well. This of course will only be available to those members who already have a train but once you do then trade goods can be traded with other members. This will add new characteristics to being in an alliance. Within the cart of the train your requested item will be shown to other alliance members who also have train access, if they wish that can give you the trade item you seek.
Tactics: everyone loves their tactics, and while the ones we have are great there are so many more we can come up with. Introducing the Stealth Tactic. The stealth tactic allows you be invisible to your enemy during an attack for a short duration of time. Because of the confusion of disappearing troops, your enemy’s defense will lose tract of your troops under stealth and only go for the next available target it sees. If no other troops are seen that they will stand there completely dumbfounded as to why there’s no one to attack, that is until the stealth tactic wares off. Because of the potential for this tactic to be over powered the stealth tactic should have a time limit less than sabotage and have a radius that is similar to protect.
Resource storage capacity (maybe library research): As we all know, a nations wealth is determined by the amount of available resource it has as well as its storage capacity for those resources. As you progress through the ages your nations ability to store resources become greater. So why are we capped at the upgrades available to us when we upgrade our markets and mills? This library research, starting at the gunpowder age, allows you to store 10% more resource. This means saving up for the big upgrades can be done while still leaving a little in the bank. However, the more you can store the more someone can raid too!
Gunpowder age: +10%
Enlightenment age: +15%
Industrial age: +20%
Global age: +25%
Matchmaking for War:
Instead of rethinking matchmaking we can add to the calculation to heavily stacked alliances isn’t getting a freebie being matched up with an alliance that is clearly ranked much lower. So instead of going off a raw number you could have an age multiple. Joining an alliance starts and the iron age and current global age is the high age available so the multipler could go something like this:
Iron age X 1
Medieval age X 2
Gunpowder age X 3
Enlightenment age X 4
Industrial age X 5
Global age X 6
And so on
This might help correct stacking. Alliance may still try to stack but even if they did the lower ages won’t weight as much to the alliance's overall score as the higher ages do.
Stacker | non- Stacker |